Wyvern
Wyvern
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Marine Dungeon - a Cartographer's Annual development thread
The rocks have always looked fine to me, simply as rocks. The colouring and texture would work nicely for pale sandstones through sandy limestones to limestones, but they'd also look good as pale granites as well.
The very white sand is typical of tropical-coral-debris "sands" (because it's composed mostly of wave-broken-down dead coral); I like the marginally toned-down appearance in your most recent screenshots for this though. That will work for paler sandy deserts too, of course.
REALLY loving the "damped-down" boulder edges now, with the softer edge lines and the nicely organic darker lower areas!
Water-clarity is going to be an issue for anywhere that doesn't regularly get calm-water periods, and also where there are regular amounts of finer materials (silts, muds, less mentionable substances...) being deposited into the near-coastal seas. So it's probably best to ignore that, and go with artistic licence/necessity. As this is a tool for mapping, simply indicating what areas are underwater will be a big help, even if they're not wholly photorealistic for all environments. Should anyone require that for the more variable temperate waters, say, simply suggest adding suitably coloured polygons across the whole underwater area, with a not-very transparent Transparency Effect, and classic muddy waters will magically appear!
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Live Mapping: The Silver Mine
I am so far behind with these streams right now - too much reality lately...
Just caught up with the last part of this tonight, after several earlier failed attempts to view it over recent weeks. Fascinating work, as commented above already, and as ever, things would undoubtedly have proceeded swifter and more smoothly without needing to explain it so we could all follow along with what was happening! Or indeed without the late-stage catstractions ?...
[Cats seem to have an especial fascination with live video streams, I've noticed; not just the PF ones either.]
It might be interesting to have a finished mine map like this in the Community Atlas at some point. I don't think we've had a working mine as yet, but with approaching 560 maps there now, I may well be wrong in that. I have some planned silver deposits for some of those Errynor "40" maps, should anyone need a suitable (if still forthcoming) location ⚒️?
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A couple maps
The area map looks pleasing in overall style, though I'd suggest a different scaling. Some of the symbols are far too huge to tell where they're meant to be, given the hexes are a mile across each. It might be worth considering shifting to the classic "Old School" style hex maps, with a single terrain feature or item per hex of whatever size, perhaps, if you want to retain the hexed look. If retaining this current hex-size and then re-scaling though, most settlements will end up looking like dots. And should "The Lost Caves" even be shown on the map? They are "Lost", after all. ?
The village map doesn't appear to have any hexes (the scale comment). The Inn seems oddly peripheral to the entire settlement, and a very long and extremely circuitous way from the Brewery. Similar problem with the Blacksmith and the Stables; they needn't be neighbours, but likely a bit closer than this. The Blacksmith also needs a reliable, easily-accessible water-source (well, say, or a spring). Assuming the Mill is a water mill, it would benefit from having its own small, controllable water channel off the main river (= a leat). Lot of oddly large "Warehouses" well away from anywhere whatever's stored there might be used/needed, unless they're not so innocent as the name might suggest...
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A couple maps
I think the hex-size and location-scaling issues stand out so much for me because my experiences with hex maps began with the SPI board wargames, where hex-placement of symbols and units was absolutely key, and that translated into the earliest RPG hex maps I worked with, those by Judges Guilds, where again the settlements were scaled into the hexes, with things like isolated strongholds and towers reduced to very simple, tiny, open squares and circles, so small it was often hard to find them quickly, which is perhaps pushing too far towards the other extreme!
For the village places that need to be in better communication, it would be possible to have them stay where they are, but introduce much more direct routes between them. This might mean redesigning other parts of the village to fit - reasonable, because the village would have grown up around such existing routes. If the houses had been there first, the important places would have been sited differently, to allow those more direct routes to be possible from the outset.
There's a fair chance the marketplace would have ended up more central too, as in reality, such things often started out on the Village Green, an open area in the middle of the village to allow community events originally. It could be moved to somewhere more peripheral if it needed additional space the Green area couldn't provide. The Inn would likely end up by the Green too, again as a handy near-central location. If the market moved, the Inn might have its effective facing altered, or simply expand (if space allowed) to provide patron access from all the suitable directions.
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The 'NoDucks' version 3
The obvious answer is to make one or more really a cockatrice:
[Image from this Monster Fandom Wiki page.]
And use the illusion idea to disguise the fact until someone examines the "right" one closely enough - oops...
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Site for Name generation of anything you create in your maps or mythologies.
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Community Atlas - Forlorn Archipelago - Marine map
You might want to add a box and maybe a background to the map key here, and move or delete that "50" fathom depth label currently in the key. It looks a little odd to have the green low tide line marker set between the 75 and 50 fathom contours presently, for instance. Might be worth adding a land indicator to the key as well? And perhaps a compass pointer.
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Annual 1, issue 4 - Sarah Wroot map. My example after the Live Mapping session
I seem to have missed this earlier, and it's been a bit of a battle to get to it tonight - Forum kept redirecting me for about 15-20 seconds, but it seems to have stabilised for the moment. I hope...
Interesting looking map, certainly.
The trees seem a bit overwhelming in places, contrasted with the settlement sizes. I'm not sure if it's as much the transparency issue though with this style; placement is everything to avoid overlaps, and this looks a little messy in places to my eye. Struggling to follow the river lines in places, for instance.
The settlement and ship symbols seem to have ended up on different Sheets, as some are transparent, others not, which also looks odd, as I'm assuming the lack of a key means these variants don't have some particular meaning.
The navigation lines out of Lake Quelimar into the sea also look a bit confusing, unless there's some concealed connection between the two the lines are meant to represent?
Vederit's too close to the northern map border, I think.
Does the darker shading on some of the more southerly mountains have an especial significance?
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Annual 1, issue 7 -Modern Caves map. My example after the Live Mapping session
Interesting progress.
The modern cave views maybe need a bit more work, mostly layout points.
The red numbers are very unclear in places on the plan view, and need adjusting or highlighting in some way.
The solid stone area on the plan between areas 1, 2, 3 & 4 needs amending, as it doesn't have the same wall colouring or shading as the solid rock surrounding the cave, so seems to be an unlabelled feature currently, not part of the rock.
The pair of cross-sections is confusing, and perhaps would benefit from labels to indicate what is being shown on each, or perhaps reduce the pair to just one (if so, the more detailed lower drawing).
Both cross-sections need realigning so as not to obscure their depth label scale. It may be worth running lines across each cross-section from the scale to make it easier to tell what the exact depth is in places further from the scale, and also think of adding a proper horizontal scale bar over the whole drawing. The tiny, currently unlabelled, bar is much too small to be useful, I think. Or perhaps remove the scale-bars entirely, and simply state that the grid squares are five feet each.
The lower border of the drawing needs moving down so as to be not touching the base of the lower cross-section drawing.
Also on the lower cross-section, it may be worth masking those parts of the symbols that currently extend through the floor in places.
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Community Atlas: The Vale, Panaur
There is an old text-file of the fonts available via a standard Win 10 installation plus those fonts that come with CC3+ and its numerous add-ons and in the Annuals, which is intended for use by Atlas map creators, although it hasn't been updated for some time (and I did run into a problem because of a duplicate font name for the "Mayan" font that came in the 2019 Annual, which I already had installed; so the list won't be infallible under such circumstances for others). The text file is available via this post from March 2018.
I have to admit, I now tend to list whatever fonts I've used in my Atlas maps as part of the Submission document for Remy, which makes it easier to spot if there could be a problem (I hope!). Plus it also serves as a reminder to me to check that text file to see what fonts are preferable to use.



